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  • Author's work and copyright. in UI design

    - by c-smile
    Typical situation in UI design: you do design of some UI and, say, came up with some bright new idea like "ribbon" or "kinetic scroll past end". What would be the strategy about such thing? Register patent, don't like it, but anyway would like to ask: how long it takes to do all this stuff and how much it will cost in average? If to forget about patents, will the idea have something like "prior art" status or some such if someone will try to patent this in future? All this about project / product published by solo developer.

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  • Handle complexity in large software projects

    - by Oliver Vogel
    I am a lead developer in a larger software projects. From time to time its getting hard to handle the complexity within this project. E. g. Have the whole big picture in mind all the time Keeping track of the teammates work results Doing Code Reviews Supply management with information etc. Are there best practices/ time management techniques to handle these tasks? Are there any tools to support you having an overview?

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  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Design Patterns for SSIS Performance (Presentation)

    Here are the slides from my session (Design patterns for SSIS Performance) presented at SQLBits VI in London last Friday. Slides - Design Patterns for SSIS Performance - Darren Green.pptx (86KB) It was an interesting session, with some very kind feedback, especially considering I woke up on Friday without a voice. The remnants of a near fatal case on man flu rather than any overindulgence the night before I assure you. With much coughing, I tried to turn the off the radio mike during the worst, and an interesting vocal range, we got through it and it seemed to be well received. Thanks to all those who attended.

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  • in ubuntu 11.10 IDE like dreamweaver for PHP with design mode

    - by pkachhia
    I know that this question is already asked here, but I did not find any free IDE like dreamweaver which have facility to view design mode with PHP+HTML code. I am previously worked on windows machine and used dreamweave, now I moved to ubuntu 11.10 and I need IDE like dreamweaver. Currently I have used Geany and Eclipse but none of them has facility of design mode. Is there any add-on available for Geany or Eclipse then please give it link to me. I am new to ubuntu so, did not have much knowledge of it and because of it I am here for answer. Thanks in advance. Pkachhia

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  • To Obtain EPOCH Time Value from a Packed BIT Structure in C [migrated]

    - by xde0037
    This is not a home assignment! We have a binary data file which has following data structure: (It is a 12 byte structure): I need to find out Epoch time value(total time value is packed in 42 bits as described below): Field-1 : Byte 1, Byte 2, + 6 Bits from Byte 3 Time-1 : 2 Bits from Byte 3 + Byte 4 Time-2 : Byte 5, Byte 6, Byte 7, Byte 8 Field-2 : Byte 9, Byte 10, Byte 11, Byte 12 For Field-1 and Field-2 I do not have issue as they can be taken out easily. I need time value in Epoch Time (long) as it has been packed in Bytes 5,6,7,8 and 3 and 4 as follows: (the bit structure for the time value is as follows): Bytes 5 to 8 (32 bit word) Packs time value bits from 0 thru 31 (byte 5 has 0 to 7 bits, byte 6 has 8 to 15, byte 7 has 16 to 23, byte 8 has 24 to 31). the remaining 10 bits of time value are packed in Bytes 3 and byte 4 as follows: byte 3 has 2 bits:32 and 33, and Byte 4 has remaining bits : 34 to 41. So total bits for time value is 42 bits, packed as above. I need to compute epoch value coming out of these 42 bits. How do I do it? I have done something like this but not sure it gives me correct value: typedef struct P_HEADER { unsigned int tmuNumber : 21; unsigned int time1 : 10; // Bits 6,7 from Byte-3 + 8 bits from Byte-4 unsigned int time2 : 32; // 32 bits: Bytes 5,6,7,8 unsigned int traceKey : 32; } __attribute__((__packed__)) P_HEADER; Then in the code : P_HEADER *header1; //get input string in hexa,etc..etc.. //parse the input with the header as : header1 = (P_HEADER *)inputBuf; // then print the header1->time1, header1->time2 .... long ttime = header1->time1|header1->time2; //?? is this the way to get values out? Any hint tip will be appreciated. Environment is : gcc 4.1, Linux Thanks in advance.

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  • Summer daylight time not changing on some active directory domain clients.

    - by Nick Gorbikoff
    We just had a summer daylight change in US. and pc's on my network are behaving strange, some of them change time and some didn't. My network: 2 locations both in Midwest, same time zone. Location 1: 120 pcs (windows xp & windows 200) , with 1 Active Direcotry Domain Controller on Windows 2003 Standard. A couple of windows 2000 servers (they up to date) the rest of the servers are Xen or Debian machines (all up to date) , Second location connected through OpenVPN link all pc's are running fine - but they are all connecting to our AD domain controller. Locaiton 2: 10 pcs, and a shared LAN NAS. Both of the routers/firewalls in both locations are pFsense boxes with ntp service running - but it's up to date. Tried all the usual suspects: I have all the latest updates installed restarted them domain controller is running fine most computers are running fine I have only one domain controller on my network also my firewall serves as ntp server (pfsense) but it's up to date. all of the linux machines are fine since they are querying firewall / router for the time. about 1/3 of my pcs are 1 hour behind. If I change them manually they just change back ( the way domain pc's are supposed to). I've tried everything but I can't think of anything else to try.

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  • Game Object Design

    - by oisin
    I'm having a problem with the way I designed my first simple game in C++. I have GameObject (abstract class) and ObjectA which inherits the update() and draw() methods from GameObject. My main loop contains a linked list of GameObject*, and while that list is not empty it cycles through it, calling update on each one. Up until this point, I thought the design was standard(?) and would work. However, when I call update on ObjectA() I run into two problems: ObjectA can die which messes up the list, which in turn throws off the loop in main. ObjectA can spawn more ObjectA's but these are local scope and the update() goes out of scope, creating problems in main's list of GameObjects. I think my design if alright, but I'm having such problems with segmentation faults that there must be something seriously wrong with at least one part of my implementation. If anyone could point out any serious mistakes or simple examples of this being done (or even alternative designs) then I would greatly appreciate it!

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  • Database with "Open Schema" - Good or Bad Idea?

    - by Claudiu
    The co-founder of Reddit gave a presentation on issues they had while scaling to millions of users. A summary is available here. What surprised me is point 3: Instead, they keep a Thing Table and a Data Table. Everything in Reddit is a Thing: users, links, comments, subreddits, awards, etc. Things keep common attribute like up/down votes, a type, and creation date. The Data table has three columns: thing id, key, value. There’s a row for every attribute. There’s a row for title, url, author, spam votes, etc. When they add new features they didn’t have to worry about the database anymore. They didn’t have to add new tables for new things or worry about upgrades. This seems like a terrible idea to me, but it seems to have worked out for Reddit. Is it a good idea in general, though? Or is it a peculiarity of Reddit that happened to work out for them?

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  • Parametrized Strategy Pattern

    - by ott
    I have several Java classes which implement the strategy pattern. Each class has variable number parameters of different types: interface Strategy { public data execute(data); } class StrategyA implements Strategy { public data execute(data); } class StrategyB implements Strategy { public StrategyB(int paramA, int paramB); public data execute(data); } class StrategyB implements Strategy { public StrategyB(int paramA, String paramB, double paramC); public data execute(data); } Now I want that the user can enter the parameters in some kind of UI. The UI should be chosen at runtime, i.e. the strategies should be independent of it. The parameter dialog should not be monolithic and there should be the possibility to make it behave and look different for each strategy and UI (e.g. console or Swing). How would you solve this problem?

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  • Strategy pattern and "action" classes explosion

    - by devoured elysium
    Is it bad policy to have lots of "work" classes(such as Strategy classes), that only do one thing? Let's assume I want to make a Monster class. Instead of just defining everything I want about the monster in one class, I will try to identify what are its main features, so I can define them in interfaces. That will allow to: Seal the class if I want. Later, other users can just create a new class and still have polymorphism by means of the interfaces I've defined. I don't have to worry how people (or myself) might want to change/add features to the base class in the future. All classes inherit from Object and they implement inheritance through interfaces, not from mother classes. Reuse the strategies I'm using with this monster for other members of my game world. Con: This model is rigid. Sometimes we would like to define something that is not easily achieved by just trying to put together this "building blocks". public class AlienMonster : IWalk, IRun, ISwim, IGrowl { IWalkStrategy _walkStrategy; IRunStrategy _runStrategy; ISwimStrategy _swimStrategy; IGrowlStrategy _growlStrategy; public Monster() { _walkStrategy = new FourFootWalkStrategy(); ...etc } public void Walk() { _walkStrategy.Walk(); } ...etc } My idea would be next to make a series of different Strategies that could be used by different monsters. On the other side, some of them could also be used for totally different purposes (i.e., I could have a tank that also "swims"). The only problem I see with this approach is that it could lead to a explosion of pure "method" classes, i.e., Strategy classes that have as only purpose make this or that other action. In the other hand, this kind of "modularity" would allow for high reuse of stratagies, sometimes even in totally different contexts. What is your opinion on this matter? Is this a valid reasoning? Is this over-engineering? Also, assuming we'd make the proper adjustments to the example I gave above, would it be better to define IWalk as: interface IWalk { void Walk(); } or interface IWalk { IWalkStrategy WalkStrategy { get; set; } //or something that ressembles this } being that doing this I wouldn't need to define the methods on Monster itself, I'd just have public getters for IWalkStrategy (this seems to go against the idea that you should encapsulate everything as much as you can!) Why? Thanks

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  • Factory pattern vs ease-of-use?

    - by Curtis White
    Background, I am extending the ASP.NET Membership with custom classes and extra tables. The ASP.NET MembershipUser has a protected constructor and a public method to read the data from the database. I have extended the database structure with custom tables and associated classes. Instead of using a static method to create a new member, as in the original API: I allow the code to instantiate a simple object and fill the data because there are several entities. Original Pattern #1 Protected constructor > static CreateUser(string mydata, string, mydata, ...) > User.Data = mydata; > User.Update() My Preferred Pattern #2 Public constructor > newUser = new MembershipUser(); > newUser.data = ... > newUser.ComplextObject.Data = ... > newUser.Insert() > newUser.Load(string key) I find pattern #2 to be easier and more natural to use. But method #1 is more atomic and ensured to contain proper data. I'd like to hear any opinions on pros/cons. The problem in my mind is that I prefer a simple CRUD/object but I am, also, trying to utilize the underlying API. These methods do not match completely. For example, the API has methods, like UnlockUser() and a readonly property for the IsLockedOut

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  • Concrete Types or Interfaces for return types?

    - by SDReyes
    Today I came to a fundamental paradox of the object programming style, concrete types or interfaces. Whats the better election for a method's return type: a concrete type or an interface? In most cases, I tend to use concrete types as the return type for methods. because I believe that an concrete type is more flexible for further use and exposes more functionality. The dark side of this: Coupling. The angelic one: A concrete type contains per-se the interface you would going to return initially, and extra functionality. What's your thumb's rule? Is there any programming principle for this? BONUS: This is an example of what I mean http://stackoverflow.com/questions/491375/readonlycollection-or-ienumerable-for-exposing-member-collections

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  • Example with Visitor Pattern

    - by devoured elysium
    public class Song { public string Genre { get; protected set; } public string Name { get; protected set; } public string Band { get; protected set; } public Song(string name, string band, string genre) { Name = name; Genre = genre; Band = band; } } public interface IMusicVisistor { void Visit(List<Song> items); } public class MusicLibrary { List<Song> _songs = new List<Song> { ...songs ... }; public void Accept(IMusicVisitor visitor) { visitor.Visit(_songs); } } and now here's one Visitor I made: public class RockMusicVisitor : IMusicVisitor { public List<Song> Songs { get; protected set; } public void Visit(List<Song> items) { Songs = items.Where(x => x.Genre == "Rock").ToList(); } } Why is this any better than just putting a public property Songs and then letting any kind of class do with it anything that it wants to? This example comes from this post.

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  • Creating colour schemes based on an existing scheme

    - by Neil Barnwell
    I have a colour scheme based around yellow, for warning messages on a website. It amounts to a slightly orange bordered box, with a pale yellow fill. The exact colours are: #FED626 (border) #FFF7C0 (fill) I want to know if it's possible to convert this scheme mathematically or algorithmically somehow, to come up with a blue version where the border is the "same amount" of blue as this one is yellow. Is this possible, or do I just "pin the tail on the donkey" on a colour pallet to get roughly the right one? I ask, because I'd quite like to be able to calculate this on the fly, to perhaps implement something in .less. To give you an idea, I tried swopping the red and blue values on those two, and came up with this: #26D6FE (border) #C0F7FF (fill) That wasn't too hard, but think about if I wanted a pink colour scheme... :)

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  • Question regarding factory pattern

    - by eriks
    I have a factory class to build objects of base class B. The object (D) that uses this factory received a list of strings representing the actual types. What is the correct implementation: the factory receives an Enum (and uses switch inside the Create function) and D is responsible to convert the string to Enum. the factory receives a string and checks for a match to a set of valid strings (using ifs') other implementation i didn't think of.

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  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

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  • Factory Method Pattern clarification

    - by nettguy
    My understanding of Factory Method Pattern is (Correct me if i am wrong) Factory Method Pattern "Factory Method allow the client to delegates the product creation (Instance Creation) to the subclass". There are two situation in which we can go for creating Factory Method pattern. (i) When the client is restricted to the product (Instance) creation. (ii) There are multiple products available.But a decision to be made which product instance need to be returned. If you want to create Abstract Method pattern You need to have abstract product Concrete Product Factory Method to return the appropriate product. Example : public enum ORMChoice { L2SQL, EFM, LS, Sonic } //Abstract Product public interface IProduct { void ProductTaken(); } //Concrete Product public class LinqtoSql : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:LinqtoSql"); } } //concrete product public class Subsonic : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:Subsonic"); } } //concrete product public class EntityFramework : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:EntityFramework"); } } //concrete product public class LightSpeed : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken :LightSpeed"); } } public class Creator { //Factory Method public IProduct ReturnORTool(ORMChoice choice) { switch (choice) { case ORMChoice.EFM:return new EntityFramework(); break; case ORMChoice.L2SQL:return new LinqtoSql(); break; case ORMChoice.LS:return new LightSpeed(); break; case ORMChoice.Sonic:return new Subsonic(); break; default: return null; } } } **Client** Button_Click() { Creator c = new Creator(); IProduct p = c.ReturnORTool(ORMChoice.L2SQL); p.ProductTaken(); } Is my understanding of Factory Method is correct?

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  • c# Attribute Question

    - by Petoj
    Well i need some help here i don't know how to solve this problem. the function of the attribute is to determine if the function can be run... So what i need is the following: The consumer of the attribute should be able to determine if it can be executed. The owner of the attribute should be able to tell the consumer that now it can/can't be executed (like a event). It must have a simple syntax. This is what i have so far but it only implements point 1, 3. [AttributeUsage(AttributeTargets.Method, AllowMultiple = false)] public class ExecuteMethodAttribute : Attribute { private Func<object, bool> canExecute; public Func<object, bool> CanExecute { get { return canExecute; } } public ExecuteMethodAttribute() { } public ExecuteMethodAttribute(Func<object, bool> canExecute) { this.canExecute = canExecute; } }

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  • Pattern for managing reference count and object life

    - by Gopalakrishnan Subramani
    We have a serial port which is connected to hundreds of physical devices on the same wire. We have protocols like Modbus and Hart to handle the request and response between the application and devices. The question is related to managing the reference count of the channel. When no device is using the channel, the channel should be closed. public class SerialPortChannel { int refCount = 0; public void AddReference() { refCount++; } public void ReleaseReference() { refCount--; if (refCount <= 0) this.ReleasePort(); //This close the serial port } } For each device connected, we create a object for the device like device = new Device(); device.Attach(channel); //this calls channel.AddReference() When the device disconnect, device.Detach(channel); //this calls channel.ReleaseReference() I am not convinced by the reference count model. Are there any better way to handle this problem in .NET World?

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  • How to avoid injecting dependencies into an object so that it can pass them on?

    - by Pheter
    I am interested in applying dependency injection to my current project, which makes use of the MVC pattern. My controllers will call the models and therefore will need to inject the dependencies into the models. To do this, the controller must have the dependencies (such as a database object) in the first place. The controller doesn't need to make use of some of these dependencies (such as the database object), so I feel that it shouldn't be given this dependency. However, it has to have these dependencies if it is to inject them into the model objects. How can I avoid having dependencies injected into an object just so that it can pass them on? Doing so feels wrong and can result in many dependencies being injected into an object. Edit: I am using PHP.

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